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Old 12-03-09, 08:16 PM   #1
makman94
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Originally Posted by lurker_hlb3 View Post
Please note that all my testing has been on merchant, however I just looked at the Bismarck and there is a "0" value set in the "draught" field in the .sim file. However the value in S3d from the 0 "y" value to the top of the "after mast" is 5.52 which works out to 55.2 meters.
by 0 ''y'' value you mean the keel of ship ?

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I personally know that a value in the "draught" field will effect were the ship 3d model sits in the water during game play.
i know that too and i tottaly agree with you


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Just to let you know the type of testing I did, I pick three merchants at random from the MFM add on in v720 and used the procedure I presented in my last post on each one. Then using the Mission editor created "map zones" of 500, 1000, 1500, 2000, and 2500 meters and placed each of the modified ships on each of the circles and had the ships set to "docked" so that can't move. After launching the single mission set to "manual targeting" mode, ID each ships via the rec-manual and then using the "stock" Stadimeter generated "range" estimates. In all cases the range error was less that 0.05 percent.
it is better for your ingame tests to make missions with NOT stationary ships.the stadimeter has a limitation and that is its pixel by pixel movement.by that i mean that the calculate distance via stadimeter is not 'continuesly' (sorry for my english) ...by that i mean that the calculate distance is 'jumping' from one measurment(that will keep it for some time there) immediatelly to the next one (that will keep it for some time there)and so on...
so it is better to have a moving ship and take ranges periodically .
what i do is this :
put the ship (about 4km away) and set its curse at 270 and make itso that when it pass in front of our nose (we are stationary and our course is set at o degrees) to be at a distance about 1km
then i run the mission with auto targeting enabled and start write down the given distances from the sh4 (these are the real distances) at 60,55,50.....,5,0 bearing.
then run the mission again but with the manual targeting enabled and start taking ranges via stadimeter at 60,55,50......,5,0 bearing(these are the fake distances)
then use this formula for each bearing : realmast=(fake mast x real range)/fake range where fakemast=the mast value that the game is currently using
then you have the 'realmasts' for each bearing and you calculate the middle one of these

Quote:
Also I conducted test on the "length" values for these merchants. When using S3d to measure from the Bull Nose ( front of the ship ) to the fantail and using those values for ships length to calculate ships speed, the soluation was within .01% of true speed.
you are talking about the method that Darkfish suggested, right ?
yes, this method is absolutely correct...i checked it to some ships and works fine !
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Old 12-03-09, 09:55 PM   #2
lurker_hlb3
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by 0 ''y'' value you mean the keel of ship ?

No. The "0" on the y axis is the "start" position, If it was the keel it would have a "negative" value. In the case of the Bismarck it is -1.03


As far as your "moving" ship test, your basically using an old surveyor's trick of moving the "level rod" back and forth as he looks through the "level", When the level rod reaches its lowest point that will be the "height" above the ground.


However the procedures I have outline are accurate for determining "mast height"
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Old 12-04-09, 05:03 AM   #3
makman94
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Originally Posted by lurker_hlb3 View Post
No. The "0" on the y axis is the "start" position, If it was the keel it would have a "negative" value. In the case of the Bismarck it is -1.03
ok , i got it now!
when the draught=0 at .sims then all you have to do is to measure the mast height with a node attached to hull and no need to measure the keel (i couldn't get it becuase i was using a node attached to the mast).
for the other ships ....just a thought for you Lurker .when we see at a ship ,for example, draught=9 does the sh4's engine is putting the hull of ship 9m into water or the box of ship ?

Quote:
As far as your "moving" ship test, your basically using an old surveyor's trick of moving the "level rod" back and forth as he looks through the "level", When the level rod reaches its lowest point that will be the "height" above the ground.
you don't understant my method and certainly has nothing to do with what you described but thats ok,no need to discuss it further(i didn't post it as a better method but.... just for sharing)
if the mast values you are getting via s3d are acurrate then everything is ok (and for sure you are saving a lot of time),it was about time to be made some fixes to ship's dimensions for sh4
the irony is that all these good things for sh4 (and was exactly some of the things that kept me away from sh4-ubm) are happening one day before sh5

ubi must understant one day that the priority is the gameplay and not only the graphics

anyway, i would for sure use this mod (i have allready said that this is the best mod ever made for sh4) when and if ever play the sh4
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Old 12-05-09, 06:46 PM   #4
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God I'm so excited right now, I just have to share this. I've just finished moving the last item and I only have 3 more tga's to remake . Just a few more hours and I can finally hang up my gloves . Rescaling the background items proved to be difficult but well worth the result. The mod now works at any aspect ratio, the AOBF is much smaller and it's much harder to click something to reset it (although because of hardcoding, the Stadimeter still resets the AOBF). I've removed the panel handles. To show the panels all you need to do is click the sides of the screen. To hide them just click any unused part of the panels. I've remade the background to be sharper but more weathered with metal scratches and chipped paint. As soon as I'm done I'll send the files to Lurker so pray that he tests it fast at releases it as a fix for OMEGU 300. No more Alphas this time guys...
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Old 12-06-09, 06:22 AM   #5
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DONE... packing it up now and sending it to the right person

Here's a double pic showing half of the AOBF. This is taken at a 25:16 aspect resolution
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Old 12-06-09, 09:27 AM   #6
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Looks great... but will the half aob wheel not mess up our solutions


(sorry had to make a stupid remark)
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Old 12-06-09, 09:55 AM   #7
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Originally Posted by looney View Post
Looks great... but will the half aob wheel not mess up our solutions


(sorry had to make a stupid remark)
Damn, I had my left eye closed!!! Must remake it again!
What I wanted to show there was that I had to add a black padding around the aobf which reduced visibility to 30 miliradians wide. It's more of an issue on 4:3 resolution.
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Old 12-06-09, 10:33 AM   #8
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Originally Posted by karamazovnew View Post
DONE... packing it up now and sending it to the right person

Here's a double pic showing half of the AOBF. This is taken at a 25:16 aspect resolution

I assume that the 16-9 Res Fix is no longer required
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Old 12-06-09, 10:39 AM   #9
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Originally Posted by lurker_hlb3 View Post
I assume that the 16-9 Res Fix is no longer required
That's right, in fact I can retract all support for the Alpha 3.0 version (plus the fix). I'll delete the files from filefront as soon as possible.
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Old 12-06-09, 06:00 PM   #10
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Originally Posted by karamazovnew View Post
DONE... packing it up now and sending it to the right person

Here's a double pic showing half of the AOBF. This is taken at a 25:16 aspect resolution

OMEGU v300 Patch 1 is up
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Old 12-06-09, 08:30 PM   #11
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Roger that, I've updated the first post...
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Old 12-06-09, 11:11 AM   #12
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Originally Posted by karamazovnew View Post
God I'm so excited right now, I just have to share this. I've just finished moving the last item and I only have 3 more tga's to remake . Just a few more hours and I can finally hang up my gloves . Rescaling the background items proved to be difficult but well worth the result. The mod now works at any aspect ratio, the AOBF is much smaller and it's much harder to click something to reset it (although because of hardcoding, the Stadimeter still resets the AOBF). I've removed the panel handles. To show the panels all you need to do is click the sides of the screen. To hide them just click any unused part of the panels. I've remade the background to be sharper but more weathered with metal scratches and chipped paint. As soon as I'm done I'll send the files to Lurker so pray that he tests it fast at releases it as a fix for OMEGU 300. No more Alphas this time guys...
Awesome, man! Thank you!
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Old 12-09-09, 06:46 PM   #13
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wow ! this look's wicked ! ...any of it insight of completion yet? first time ive seen this, look's great..

lets hope it will be a jgsme applied mod..

keep up the great work
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Old 12-09-09, 07:24 PM   #14
karamazovnew
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Ego, did you overlap 2 screenshots? Or is that how it looks in the game? Because it shouldn't. I think you just applied the 1.2 patch directly over the KiUB Alpha 3.0 in OMEGU v300. Let me explain again:

1. Get OM v705 and DON'T PLACE place it over TMO or RFB: http://www.subsim.com/radioroom/down...o=file&id=1097
2. Apply the OM V705-V720 patch: http://www.subsim.com/radioroom/down...o=file&id=1403
3. Get OMEGU v300, this contains the Alpha 3.0 version of KiUB: http://www.subsim.com/radioroom/down...o=file&id=1336
4. Apply the OMEGU Patch1 which upgrades the KiUB to Final 1.1.: http://www.subsim.com/radioroom/down...o=file&id=1449
5. Apply my patch to bring it up to latest (and probably last) KiUB v1.2: http://www.filefront.com/15093763/KiUB-1.2-Patch.zip/

Note... if you want to use OM plot v400 instead of OMEGU:
1. same as before
2. same as before
3 & 4. Get the OM plot v401 here that contains KiUB v1.1: http://www.subsim.com/radioroom/down...o=file&id=1154
5. same as before

That applies to you too Oberltnt. And of course it's JSGME ready. The mod is ready and final unless anyone spots more bugs.

Lurker, nice job mate, can't wait to see them, please integrate the 1.2 patch and maybe even the changes I talked about in post #247. I'll then delete the patch from filefront to avoid any other misunderstandings.
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Old 12-09-09, 07:31 PM   #15
lurker_hlb3
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Originally Posted by karamazovnew View Post
Lurker, nice job mate, can't wait to see them, please integrate the 1.2 patch and maybe even the changes I talked about in post #247. I'll then delete the patch from filefront to avoid any other misunderstandings.

Will do. I think OMEGU v300 Patch 2 will be up sometime on Friday
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